BsBansheeRenderer.cpp 18 KB

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  1. #include "BsBansheeRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsCoreApplication.h"
  13. #include "BsViewport.h"
  14. #include "BsRenderTarget.h"
  15. #include "BsRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsDrawHelper2D.h"
  18. #include "BsDrawHelper3D.h"
  19. #include "BsGUIManager.h"
  20. #include "BsCoreThread.h"
  21. #include "BsGpuParams.h"
  22. #include "BsProfilerCPU.h"
  23. #include "BsShader.h"
  24. #include "BsTechnique.h"
  25. #include "BsDrawList.h"
  26. #include "BsHardwareBufferManager.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsShader.h"
  29. #include "BsShaderProxy.h"
  30. #include "BsBansheeLitTexRenderableHandler.h"
  31. #include "BsTime.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. BansheeRenderer::BansheeRenderer()
  36. {
  37. mRenderableRemovedConn = gBsSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1));
  38. mCameraRemovedConn = gBsSceneManager().onCameraRemoved.connect(std::bind(&BansheeRenderer::cameraRemoved, this, _1));
  39. }
  40. BansheeRenderer::~BansheeRenderer()
  41. {
  42. mRenderableRemovedConn.disconnect();
  43. mCameraRemovedConn.disconnect();
  44. }
  45. const String& BansheeRenderer::getName() const
  46. {
  47. static String name = "BansheeRenderer";
  48. return name;
  49. }
  50. void BansheeRenderer::_onActivated()
  51. {
  52. Renderer::_onActivated();
  53. mLitTexHandler = bs_new<LitTexRenderableHandler>();
  54. }
  55. void BansheeRenderer::_onDeactivated()
  56. {
  57. Renderer::_onDeactivated();
  58. if (mLitTexHandler != nullptr)
  59. bs_delete(mLitTexHandler);
  60. }
  61. void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy)
  62. {
  63. for (auto& element : proxy->renderableElements)
  64. {
  65. mRenderableElements.push_back(element);
  66. mWorldTransforms.push_back(element->worldTransform);
  67. mWorldBounds.push_back(element->calculateWorldBounds());
  68. element->renderableType = proxy->renderableType;
  69. if (proxy->renderableType == RenType_LitTextured)
  70. element->handler = mLitTexHandler;
  71. else
  72. element->handler = nullptr;
  73. if (element->handler != nullptr)
  74. element->handler->initializeRenderElem(element);
  75. element->id = (UINT32)(mRenderableElements.size() - 1);
  76. }
  77. }
  78. void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy)
  79. {
  80. for (auto& element : proxy->renderableElements)
  81. {
  82. assert(mRenderableElements.size() > element->id && element->id >= 0);
  83. if (mRenderableElements.size() == 0)
  84. mRenderableElements.erase(mRenderableElements.begin());
  85. else
  86. {
  87. std::swap(mRenderableElements[element->id], mRenderableElements.back());
  88. mRenderableElements.erase(mRenderableElements.end() - 1);
  89. mRenderableElements[element->id]->id = element->id;
  90. }
  91. }
  92. }
  93. void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld)
  94. {
  95. for (auto& element : proxy->renderableElements)
  96. {
  97. element->worldTransform = localToWorld;
  98. mWorldTransforms[element->id] = localToWorld;
  99. mWorldBounds[element->id] = element->calculateWorldBounds();
  100. }
  101. }
  102. void BansheeRenderer::addCameraProxy(CameraProxyPtr proxy)
  103. {
  104. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  105. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  106. if (findIter != mRenderTargets.end())
  107. {
  108. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  109. findIter->cameras.push_back(proxy);
  110. }
  111. else
  112. {
  113. mRenderTargets.push_back(RenderTargetData());
  114. RenderTargetData& renderTargetData = mRenderTargets.back();
  115. proxy->renderQueue = bs_shared_ptr<RenderQueue>();
  116. renderTargetData.target = renderTarget;
  117. renderTargetData.cameras.push_back(proxy);
  118. }
  119. // Sort everything based on priority
  120. auto cameraComparer = [&](const CameraProxyPtr& a, const CameraProxyPtr& b) { return a->priority > b->priority; };
  121. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getPriority() > b.target->getPriority(); };
  122. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  123. for (auto& camerasPerTarget : mRenderTargets)
  124. {
  125. Vector<CameraProxyPtr>& cameras = camerasPerTarget.cameras;
  126. std::sort(begin(cameras), end(cameras), cameraComparer);
  127. }
  128. }
  129. void BansheeRenderer::removeCameraProxy(CameraProxyPtr proxy)
  130. {
  131. RenderTargetPtr renderTarget = proxy->viewport.getTarget();
  132. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  133. if (findIter != mRenderTargets.end())
  134. {
  135. auto findIter2 = std::find(findIter->cameras.begin(), findIter->cameras.end(), proxy);
  136. if (findIter2 != findIter->cameras.end())
  137. {
  138. findIter->cameras.erase(findIter2);
  139. }
  140. if (findIter->cameras.size() == 0)
  141. mRenderTargets.erase(findIter);
  142. }
  143. }
  144. void BansheeRenderer::updateCameraProxy(CameraProxyPtr proxy, Vector3 worldPosition, Matrix4 worldMatrix, Matrix4 viewMatrix)
  145. {
  146. proxy->viewMatrix = viewMatrix;
  147. proxy->worldPosition = worldPosition;
  148. const Vector<Plane>& frustumPlanes = proxy->frustum.getPlanes();
  149. Vector<Plane> worldPlanes;
  150. for (auto& plane : frustumPlanes)
  151. {
  152. worldPlanes.push_back(worldMatrix.multiply3x4(plane));
  153. }
  154. proxy->worldFrustum = ConvexVolume(worldPlanes);
  155. }
  156. void BansheeRenderer::renderableRemoved(const HRenderable& renderable)
  157. {
  158. if (renderable->_getActiveProxy() != nullptr)
  159. {
  160. mDeletedRenderableProxies.push_back(renderable->_getActiveProxy());
  161. }
  162. }
  163. void BansheeRenderer::cameraRemoved(const HCamera& camera)
  164. {
  165. if (camera->_getActiveProxy() != nullptr)
  166. {
  167. mDeletedCameraProxies.push_back(camera->_getActiveProxy());
  168. }
  169. }
  170. void BansheeRenderer::renderAll()
  171. {
  172. gBsSceneManager().updateRenderableTransforms();
  173. // Remove proxies from deleted Renderables
  174. for (auto& proxy : mDeletedRenderableProxies)
  175. {
  176. if (proxy != nullptr)
  177. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  178. }
  179. // Add or update Renderable proxies
  180. const Vector<HRenderable>& allRenderables = gBsSceneManager().getAllRenderables();
  181. Vector<HSceneObject> dirtySceneObjects;
  182. Vector<HRenderable> dirtyRenderables;
  183. for (auto& renderable : allRenderables)
  184. {
  185. bool addedNewProxy = false;
  186. RenderableProxyPtr proxy = renderable->_getActiveProxy();
  187. if (renderable->_isCoreDirty())
  188. {
  189. if (proxy != nullptr)
  190. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy));
  191. proxy = renderable->_createProxy();
  192. renderable->_setActiveProxy(proxy);
  193. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy));
  194. dirtyRenderables.push_back(renderable);
  195. dirtySceneObjects.push_back(renderable->SO());
  196. addedNewProxy = true;
  197. }
  198. else if (renderable->SO()->_isCoreDirty())
  199. {
  200. assert(proxy != nullptr);
  201. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderable->SO()->getWorldTfrm()));
  202. dirtySceneObjects.push_back(renderable->SO());
  203. }
  204. if (!addedNewProxy)
  205. {
  206. for (UINT32 i = 0; i < (UINT32)proxy->renderableElements.size(); i++)
  207. {
  208. HMaterial mat = renderable->getMaterial(i);
  209. if (mat != nullptr && mat.isLoaded() && mat->_isCoreDirty(MaterialDirtyFlag::Params))
  210. {
  211. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateMaterialProxy, this, proxy->renderableElements[i]->material, mat->_getDirtyProxyParams()));
  212. mat->_markCoreClean(MaterialDirtyFlag::Params);
  213. }
  214. }
  215. }
  216. }
  217. // Mark all renderables as clean (needs to be done after all proxies are updated as
  218. // this will also clean materials & meshes which may be shared, so we don't want to clean them
  219. // too early.
  220. for (auto& renderable : dirtyRenderables)
  221. {
  222. renderable->_markCoreClean();
  223. }
  224. // Remove proxies from deleted Cameras
  225. for (auto& proxy : mDeletedCameraProxies)
  226. {
  227. if (proxy != nullptr)
  228. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  229. }
  230. // Add or update Camera proxies
  231. const Vector<HCamera>& allCameras = gBsSceneManager().getAllCameras();
  232. for (auto& camera : allCameras)
  233. {
  234. if (camera->_isCoreDirty())
  235. {
  236. CameraProxyPtr proxy = camera->_getActiveProxy();
  237. if (proxy != nullptr)
  238. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeCameraProxy, this, proxy));
  239. proxy = camera->_createProxy();
  240. camera->_setActiveProxy(proxy);
  241. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addCameraProxy, this, proxy));
  242. camera->_markCoreClean();
  243. dirtySceneObjects.push_back(camera->SO());
  244. }
  245. else if (camera->SO()->_isCoreDirty())
  246. {
  247. CameraProxyPtr proxy = camera->_getActiveProxy();
  248. assert(proxy != nullptr);
  249. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateCameraProxy, this,
  250. proxy, camera->SO()->getWorldPosition(), camera->SO()->getWorldTfrm(), camera->getViewMatrix()));
  251. dirtySceneObjects.push_back(camera->SO());
  252. }
  253. }
  254. // Mark scene objects clean
  255. for (auto& dirtySO : dirtySceneObjects)
  256. {
  257. dirtySO->_markCoreClean();
  258. }
  259. // Populate direct draw lists
  260. for (auto& camera : allCameras)
  261. {
  262. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  263. // Get GUI render operations
  264. GUIManager::instance().render(camera->getViewport(), *drawList);
  265. // Get overlay render operations
  266. OverlayManager::instance().render(camera->getViewport(), *drawList);
  267. // Get debug render operations
  268. DrawHelper3D::instance().render(camera, *drawList);
  269. DrawHelper2D::instance().render(camera, *drawList);
  270. // Get any operations from hooked up callbacks
  271. const Viewport* viewportRawPtr = camera->getViewport().get();
  272. auto callbacksForViewport = mRenderCallbacks[viewportRawPtr];
  273. for (auto& callback : callbacksForViewport)
  274. callback(viewportRawPtr, *drawList);
  275. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  276. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  277. for (auto& drawOp : drawOps)
  278. {
  279. if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy))
  280. {
  281. drawOp.material->_setActiveProxy(drawOp.material->_createProxy());
  282. drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy);
  283. }
  284. if (drawOp.mesh->_isCoreDirty(MeshDirtyFlag::Proxy))
  285. {
  286. drawOp.mesh->_setActiveProxy(drawOp.submeshIdx, drawOp.mesh->_createProxy(drawOp.submeshIdx));
  287. drawOp.mesh->_markCoreClean(MeshDirtyFlag::Proxy);
  288. }
  289. MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy();
  290. MeshProxyPtr meshProxy = drawOp.mesh->_getActiveProxy(drawOp.submeshIdx);
  291. float distanceToCamera = (camera->SO()->getPosition() - drawOp.worldPosition).length();
  292. renderQueue->add(materialProxy, meshProxy, distanceToCamera);
  293. }
  294. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->_getActiveProxy(), renderQueue));
  295. }
  296. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  297. }
  298. void BansheeRenderer::addToRenderQueue(CameraProxyPtr proxy, RenderQueuePtr renderQueue)
  299. {
  300. RenderQueuePtr cameraRenderQueue = proxy->renderQueue;
  301. cameraRenderQueue->add(*renderQueue);
  302. }
  303. void BansheeRenderer::updateMaterialProxy(MaterialProxyPtr proxy, Vector<MaterialProxy::ParamsBindInfo> dirtyParams)
  304. {
  305. for (UINT32 i = 0; i < (UINT32)dirtyParams.size(); i++)
  306. proxy->params[dirtyParams[i].paramsIdx] = dirtyParams[i].params;
  307. for (auto& rendererBuffer : proxy->rendererBuffers)
  308. proxy->params[rendererBuffer.paramsIdx]->setParamBlockBuffer(rendererBuffer.slotIdx, rendererBuffer.buffer);
  309. }
  310. void BansheeRenderer::renderAllCore(float time)
  311. {
  312. THROW_IF_NOT_CORE_THREAD;
  313. // Update global hardware buffers
  314. mLitTexHandler->updateGlobalBuffers(time);
  315. // Render everything, target by target
  316. for (auto& renderTargetData : mRenderTargets)
  317. {
  318. RenderTargetPtr target = renderTargetData.target;
  319. Vector<CameraProxyPtr>& cameras = renderTargetData.cameras;
  320. RenderSystem::instance().beginFrame();
  321. for(auto& camera : cameras)
  322. {
  323. Viewport& viewport = camera->viewport;
  324. RenderSystem::instance().setViewport(viewport);
  325. UINT32 clearBuffers = 0;
  326. if(viewport.getRequiresColorClear())
  327. clearBuffers |= FBT_COLOR;
  328. if(viewport.getRequiresDepthClear())
  329. clearBuffers |= FBT_DEPTH;
  330. if(viewport.getRequiresStencilClear())
  331. clearBuffers |= FBT_STENCIL;
  332. if(clearBuffers != 0)
  333. RenderSystem::instance().clearViewport(clearBuffers, viewport.getClearColor(), viewport.getClearDepthValue(), viewport.getClearStencilValue());
  334. render(*camera, camera->renderQueue);
  335. }
  336. RenderSystem::instance().endFrame();
  337. RenderSystem::instance().swapBuffers(target);
  338. }
  339. }
  340. void BansheeRenderer::render(const CameraProxy& cameraProxy, const RenderQueuePtr& renderQueue)
  341. {
  342. THROW_IF_NOT_CORE_THREAD;
  343. RenderSystem& rs = RenderSystem::instance();
  344. Matrix4 projMatrixCstm = cameraProxy.projMatrix;
  345. Matrix4 viewMatrixCstm = cameraProxy.viewMatrix;
  346. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  347. if (!cameraProxy.ignoreSceneRenderables)
  348. {
  349. // Update per-object param buffers and queue render elements
  350. for (auto& renderElem : mRenderableElements)
  351. {
  352. if (renderElem->handler != nullptr)
  353. renderElem->handler->bindPerObjectBuffers(renderElem);
  354. if (renderElem->renderableType == RenType_LitTextured)
  355. {
  356. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];;
  357. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  358. }
  359. for (auto& param : renderElem->material->params)
  360. {
  361. param->updateHardwareBuffers();
  362. }
  363. // Do frustum culling
  364. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  365. // methods use vector operations, as it is trivial to update them.
  366. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere();
  367. if (cameraProxy.worldFrustum.intersects(boundingSphere))
  368. {
  369. // More precise with the box
  370. const AABox& boundingBox = mWorldBounds[renderElem->id].getBox();
  371. if (cameraProxy.worldFrustum.intersects(boundingBox))
  372. {
  373. float distanceToCamera = (cameraProxy.worldPosition - boundingBox.getCenter()).length();
  374. renderQueue->add(renderElem, distanceToCamera);
  375. }
  376. }
  377. }
  378. }
  379. renderQueue->sort();
  380. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  381. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  382. {
  383. MaterialProxyPtr materialProxy = iter->material;
  384. setPass(materialProxy, iter->passIdx);
  385. draw(*iter->mesh);
  386. }
  387. renderQueue->clear();
  388. }
  389. void BansheeRenderer::setPass(const MaterialProxyPtr& material, UINT32 passIdx)
  390. {
  391. THROW_IF_NOT_CORE_THREAD;
  392. RenderSystem& rs = RenderSystem::instance();
  393. const MaterialProxyPass& pass = material->passes[passIdx];
  394. if (pass.vertexProg)
  395. {
  396. rs.bindGpuProgram(pass.vertexProg);
  397. rs.bindGpuParams(GPT_VERTEX_PROGRAM, material->params[pass.vertexProgParamsIdx]);
  398. }
  399. else
  400. rs.unbindGpuProgram(GPT_VERTEX_PROGRAM);
  401. if (pass.fragmentProg)
  402. {
  403. rs.bindGpuProgram(pass.fragmentProg);
  404. rs.bindGpuParams(GPT_FRAGMENT_PROGRAM, material->params[pass.fragmentProgParamsIdx]);
  405. }
  406. else
  407. rs.unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  408. if (pass.geometryProg)
  409. {
  410. rs.bindGpuProgram(pass.geometryProg);
  411. rs.bindGpuParams(GPT_GEOMETRY_PROGRAM, material->params[pass.geometryProgParamsIdx]);
  412. }
  413. else
  414. rs.unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  415. if (pass.hullProg)
  416. {
  417. rs.bindGpuProgram(pass.hullProg);
  418. rs.bindGpuParams(GPT_HULL_PROGRAM, material->params[pass.hullProgParamsIdx]);
  419. }
  420. else
  421. rs.unbindGpuProgram(GPT_HULL_PROGRAM);
  422. if (pass.domainProg)
  423. {
  424. rs.bindGpuProgram(pass.domainProg);
  425. rs.bindGpuParams(GPT_DOMAIN_PROGRAM, material->params[pass.domainProgParamsIdx]);
  426. }
  427. else
  428. rs.unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  429. if (pass.computeProg)
  430. {
  431. rs.bindGpuProgram(pass.computeProg);
  432. rs.bindGpuParams(GPT_COMPUTE_PROGRAM, material->params[pass.computeProgParamsIdx]);
  433. }
  434. else
  435. rs.unbindGpuProgram(GPT_COMPUTE_PROGRAM);
  436. // TODO - Try to limit amount of state changes, if previous state is already the same
  437. // Set up non-texture related pass settings
  438. if (pass.blendState != nullptr)
  439. rs.setBlendState(pass.blendState.getInternalPtr());
  440. else
  441. rs.setBlendState(BlendState::getDefault());
  442. if (pass.depthStencilState != nullptr)
  443. rs.setDepthStencilState(pass.depthStencilState.getInternalPtr(), pass.stencilRefValue);
  444. else
  445. rs.setDepthStencilState(DepthStencilState::getDefault(), pass.stencilRefValue);
  446. if (pass.rasterizerState != nullptr)
  447. rs.setRasterizerState(pass.rasterizerState.getInternalPtr());
  448. else
  449. rs.setRasterizerState(RasterizerState::getDefault());
  450. }
  451. void BansheeRenderer::draw(const MeshProxy& meshProxy)
  452. {
  453. THROW_IF_NOT_CORE_THREAD;
  454. RenderSystem& rs = RenderSystem::instance();
  455. MeshBasePtr mesh = meshProxy.mesh;
  456. std::shared_ptr<VertexData> vertexData = mesh->_getVertexData();
  457. rs.setVertexDeclaration(vertexData->vertexDeclaration);
  458. auto vertexBuffers = vertexData->getBuffers();
  459. if (vertexBuffers.size() > 0)
  460. {
  461. VertexBufferPtr buffers[MAX_BOUND_VERTEX_BUFFERS];
  462. UINT32 endSlot = 0;
  463. UINT32 startSlot = MAX_BOUND_VERTEX_BUFFERS;
  464. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  465. {
  466. if (iter->first >= MAX_BOUND_VERTEX_BUFFERS)
  467. BS_EXCEPT(InvalidParametersException, "Buffer index out of range");
  468. startSlot = std::min(iter->first, startSlot);
  469. endSlot = std::max(iter->first, endSlot);
  470. }
  471. for (auto iter = vertexBuffers.begin(); iter != vertexBuffers.end(); ++iter)
  472. {
  473. buffers[iter->first - startSlot] = iter->second;
  474. }
  475. rs.setVertexBuffers(startSlot, buffers, endSlot - startSlot + 1);
  476. }
  477. SubMesh subMesh = meshProxy.subMesh;
  478. rs.setDrawOperation(subMesh.drawOp);
  479. IndexBufferPtr indexBuffer = mesh->_getIndexBuffer();
  480. UINT32 indexCount = subMesh.indexCount;
  481. if (indexCount == 0)
  482. indexCount = indexBuffer->getNumIndices();
  483. rs.setIndexBuffer(indexBuffer);
  484. rs.drawIndexed(subMesh.indexOffset + mesh->_getIndexOffset(), indexCount, mesh->_getVertexOffset(), vertexData->vertexCount);
  485. mesh->_notifyUsedOnGPU();
  486. }
  487. }